Textbook
(Release Date: 15 September 2025)
Esports Business Management (2nd Edition)
Hedlund, D. P., Jenny, S. E., Fried, G. B. (Editors). (2025). Esports Business Management, 2nd Edition. Human Kinetics.
Hedlund, D. P., Jenny, S. E., Fried, G., & Hamer, R. (2025). Introduction to Esports (Chapter 1). In D. P. Hedlund, S. E. Jenny, & G. Fried (Eds.). Esports Business Management (2nd ed., pp. 1-14). Human Kinetics.
Jenny, S. E., & Sharpe, B. T. (2025). Levels of Esports (Chapter 2). In D. P. Hedlund, S. E. Jenny, & G. Fried (Eds.). Esports Business Management (2nd ed., pp. 15-34). Human Kinetics.
Jenny, S. E., & Darvin, L. (2025). Esports Culture and Issues (Chapter 3). In D. P. Hedlund, S. E. Jenny, & G. Fried (Eds.). Esports Business Management (2nd ed., pp. 35-52). Human Kinetics.
Jenny, S. E., Jarrett, J., & Fried, G. (2025). Esports Stakeholders (Chapter 4). In D. P. Hedlund, S. E. Jenny, & G. Fried (Eds.). Esports Business Management (2nd ed., pp. 53-73). Human Kinetics.
Jenny, S. E., & Antor, A., Harris, B., & Hedlund, D. P. (2025). Esports Production Management and Communications (Chapter 10). In D. P. Hedlund, S. E. Jenny, & G. Fried (Eds.). Esports Business Management (2nd ed., pp. 169-185). Human Kinetics.
Hedlund, D. P., Jenny, S. E., Donoghue, J., & Leis, O. (2025). Esports Team and Player Management (Chapter 13). In D. P. Hedlund, S. E. Jenny, & G. Fried (Eds.). Esports Business Management (2nd ed., pp. 231-244). Human Kinetics.
PEER REVIEWED BOOK CHAPTERS “IN REVIEW”
Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (2nd Edition)
Jenny, S. E., Pye, M., Antor, A., DiFrancisco-Donoghue, J., Schary, D. P., Gaige, C. J., & Gawrysiak, J. (in review). Medical Considerations in Collegiate Esports (Chapter 10). Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (2nd ed.). Springer.
Besombes, N., & Jenny, S. E. (in progress). What is Esports? The Past, Present, and Future of Competitive Gaming (Chapter 1). Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (2nd ed.). Springer.
Jenny, S. E., Schary, D. P., Bodony, J., & Hamer, R. (2025). Benefits of Collegiate Esports Study: Full Methodology and Results. Voice of Intercollegiate Esports (VOICE).
Jenny, S. E., Schary, D. P., Bodony, J., & Hamer, R. (2025). Benefits of Collegiate Esports Study: Executive Summary. Voice of Intercollegiate Esports (VOICE).
Schary, D. P., & Jenny, S. E. (2025, August 29). World’s Largest Collegiate Esports Research Study Reveals New Insights. Esports Research Network.
Manci, E., Özdalyan, F., Gebel, A., Güdücü, Ç. Günay, E., Jenny, S. E., Müller, N. G., & Herold, F. (2025). Listen to the Coaches: Practitioners' Perspective on the Relevance of Selected Cognitive Skills and Assessments for Esports Performance. International Journal of Sports Science & Coaching. https://doi.org/10.1177/17479541251342721
Ahn, J., Jenny, S. E., & Collis, W. (2025). Microsoft’s Mixer Mystery: Was Poaching Twitch’s Biggest Streamers Always Doomed to Fail? International Journal of Esports, 1(1), 1-27. https://www.ijesports.org/article/159/html
Jenny, S. E. (2024, October 4). The Routledge Handbook of Esports is Available Now!!! Esports Research Network.
Routledge Handbook of Esports
Jenny, S. E. (Senior Editor); Associate Editors: Besombes, N., Brock, T., Cote, A. C., & Scholz, T. M. (2024). [Invited Edited Handbook]. Routledge Handbook of Esports. Routledge. https://doi.org/10.4324/9781003410591
Chapters
Jenny, S. E. (2024). Preface. In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (xiii-xxi). Routledge. [see "Preview PDF" on this page].
Besombes, N., Jenny, S. E., & Brock, T. (2024). Introduction to Esports (Chapter 1.1). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 3-5). Routledge. https://doi.org/10.4324/9781003410591-2
Nothelfer, N., Jenny, S. E., & Besombes, N. (2024). Defining and Spelling Esports (Chapter 1.2). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 6-18). Routledge. https://doi.org/10.4324/9781003410591-3
Jenny, S. E., & Besombes, N. (2024). Introduction to Esports Research (Chapter 2.1). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 81-83). Routledge. https://doi.org/10.4324/9781003410591-10
Baker, B. J., Sharpe, B. T., & Jenny, S. E. (2024). Current Status and Key Topics in Esports Research (Chapter 2.2). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 84-96). Routledge. https://doi.org/10.4324/9781003410591-11
Jenny, S. E., Harris, B. C., Scholz, T. M., & Besombes, N. (2024). Organizations, Labs/Centers, and Journals Related to Esports Research (Chapter 2.3). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 97-113). Routledge. https://doi.org/10.4324/9781003410591-12
Campbell, M. J., Jenny, S. E., Cregan, S., & Smithies, T. D. (2024). General Recommendations for Esports Research (Chapter 2.4). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 114-122). Routledge. https://doi.org/10.4324/9781003410591-13
Jenny, S. E., & Scholz, T. M. (2024). Introduction to Esports Players (Chapter 3.1). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 163-166). Routledge. https://doi.org/10.4324/9781003410591-18
Jenny, S. E. (2024). Esports Performance Skills (Chapter 3.3). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 178-190). Routledge. https://doi.org/10.4324/9781003410591-20
Watson, M., Jenny, S. E., & Johnson, T. (2024). Esports Coaching (Chapter 3.5). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 203-213). Routledge. https://doi.org/10.4324/9781003410591-22
McGee, C., Ho, K., & Jenny, S. E. (2024). Esports Ergonomics and Injuries (Chapter 3.8). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 240-254). Routledge. https://doi.org/10.4324/9781003410591-25
Jenny, S. E. (2024). Introduction to Esports Education (Chapter 6.1). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 439-440). Routledge. https://doi.org/10.4324/9781003410591-47
Jenny, S. E., Gawrysiak, J., O’Hagan, J., & Besombes, N. (2024). Esports Education (Chapter 6.2). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 441-453). Routledge. https://doi.org/10.4324/9781003410591-48
Foxman, M., Jenny, S. E., Cote, A. C., King, M. R., & Becka, L. (2024). Competitive Collegiate Esports Programs (Chapter 6.3). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 454-465). Routledge. https://doi.org/10.4324/9781003410591-49
Jenny, S. E., Schelfhout, S. & Besombes, N. (2024). Esports in the Olympics (Chapter 7.3). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 493-508). Routledge. https://doi.org/10.4324/9781003410591-54
Cote, A. C., Besombes, N., & Jenny, S. E. (2024). Introduction to Global Esports Cultures (Chapter 8.1). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 577-578). Routledge. https://doi.org/10.4324/9781003410591-62
Jenny, S. E., Brock, T., Cote, A. C., Scholz, T. M., & Besombes, N. (2024). The Future of Esports (Chapter 9.1). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 657-670). Routledge. https://doi.org/10.4324/9781003410591-70
Jenny, S. E., Besombes, N., Brock, T., Cote, A. C., & Scholz, T. M. (2024). Key Terms Definitions (Chapter 10.1). In S. E. Jenny, N. Besombes, T. Brock, A. C. Cote, & T. M. Scholz (Eds.), Routledge Handbook of Esports (pp. 673-694). Routledge. https://doi.org/10.4324/9781003410591-72
Jenny, S. E. (2024). Esports Research Network endorses esports symposium in South Korea. Esports Research Network. https://esportsresearch.net/2024/06/05/esports-research-network-endorses-esports-symposium-in-south-korea
McNulty, C., Jenny, S. E., Leis, O., Poulus, D., Sondergeld, P., & Nicholson, M. (2023). Physical Exercise and Performance in Esports Players: An Initial Systematic Review. Journal of Electronic Gaming and Esports, 1(1), 1-11. https://doi.org/10.1123/jege.2022-0014
Besombes, N. & Jenny, S. E. (2023). Paradoxical Effects of the Health Crisis within the Esports Industry: How French Esports Organizations Illuminate the Perceived Revenue Growth Façade. In Andrews, D., Thorpe, H. & Newman, J. (eds.), Sport and Physical Culture in Global Pandemic Times: COVID Assemblages, Palgrave Macmillan. https://doi.org/10.1007/978-3-031-14387-8_29
Jenny, S. E., & Pastore, R. (2023). "A Bunch of Big Idiots Smack into Each Other” – A Mixed-Method Investigation of Learning Rugby through Video Gaming Compared to Traditional Instruction. Entertainment Computing, 46(1), 100562. https://doi.org/10.1016/j.entcom.2023.100562
Jenny, S. E. (2022, November 21). Track chair: Esports and education [Abstract]. Esports Research Network Conference 2022: Book of Abstracts, 152, Jönköping University, Jönköping, Sweden.
Besombes, N., & Jenny, S. E. (2022, November 21). The truth about esports during the pandemic: Generalizable economic sustainability lessons learned in France [Abstract]. Esports Research Network Conference 2022: Book of Abstracts, 76-78, Jönköping University, Jönköping, Sweden.
Jenny, S. E., Besombes, N., Brock, T., Cote, A., & Scholz, T. (2022, November 21). Symposium: Handbook of Esports book project [Abstract]. Esports Research Network Conference 2022: Book of Abstracts, 187-188, Jönköping University, Jönköping, Sweden.
Krause, J. M., & Jenny, S. E. (2023). Physical Educators’ Exergaming Integration Behaviors, Attitudes, and Self-Efficacy Beliefs. The Physical Educator, 80(1), 91-107. https://doi.org/10.18666/TPE-2023-V80-I1-11057
Jenny. S. E. (2022, November 30). Are you interested in being a chapter author or reviewer for the "Handbook of Esports"? Esports Research Network.
Jenny, S. E., Chung, J., & Krause, J. M. (2022). Sport Video Gaming Verses Direct Instruction: Examining Sport Knowledge and Future Sport Intention. International Journal of Human Movement Science, 16(2), 1-19. https://doi.org/10.23949/ijhms.2022.08.16.2.1
Jenny, S. E. (2022, May 7). Technology and Life Balance: The Case of Esports. #SlowChatHealth: A Global Blog for #HealthEd Teachers.
Schary, D. P., Jenny, S. E., & Koshy, A. (2022). Leveling Up Esports Health: Current Status and Call to Action. International Journal of Esports, 1(1), 1-16.
Jenny, S. (2022, January). Is it time to regulate the amount of play among young esports athletes? Orthopedics Today.
Scott, M., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, H., Jenny, S., Miljanovic, M., Strange, M., Taipalus, T., & Williams, J. P. (2021, December 30). Foundations for Esports Curricula in Higher Education. The ACM (Association for Computer Machinery) 26th Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE) Conference Proceedings. ITiCSE-WGR '21: Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science Education, 27-55. https://doi.org/10.1145/3502870.3506566
Jenny, S. E., Gawrysiak, J., & Besombes, N. (2021, December 9). Current Landscape of Higher Education Performance and Health-related Esports Academic Programming [Abstract]. Esports Research Network Conference 2021: Book of Abstracts,16-18, Université de Paris, Paris, France.
Jenny, S. E. (2021, October 18). Update on the Higher Education Esports Academic Program Inventory. Esports Research Network.
Jenny, S. E., Gawrysiak, J., & Besombes, N. (2021). Esports.edu: An Inventory and Analysis of Global Higher Education Esports Academic Programming and Curricula. International Journal of Esports, 1(1), 1-47.
Krause, J. M., & Jenny, S. E. (2021). Exergaming Effects on Physical Activity Beliefs and Intention among At-Risk Hispanic Youth. The International Journal of Technology in Teaching and Learning, 16(2), 93-105.
DiFrancisco-Donoghue, J., Jenny, S. E., Douris, P. C., Ahmad, S., Yuen, K., Hassan, T., Gan, H., Abraham, K., & Sousa, A. (2021). Breaking up Prolonged Sitting with a 6-Minute Walk Improves Executive Function in Women and Men Esports Players: A Randomized Trial. BMJ Open Sport & Exercise Medicine, 7(3), e00118. http://dx.doi.org/10.1136/bmjsem-2021-001118
Scott, M. J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., Jenny, S., Miljanovic, M., Strange, M., Taipalus, T., & Williams, J. P. (2021). Towards a Framework to Support the Design of Esports Curricula in Higher Education. [Abstract]. ACM Digital Library.
Williams, D. P., Tutka, P., Gawrysiak, J., Jenny, S. E. (2021). NCAA Esports 20XX: The Potential for Radical Esports Adoption within Intercollegiate Athletics. International Journal Sport Management and Marketing, 21(1/2).
Jenny, S. E., Krause, J. M., & Armstrong, T. (2021). Technology for Physical Educators, Health Educators, and Coaches: Enhancing Instruction, Assessment, Management, Professional Development, and Advocacy [TEXTBOOK]. Champaign, IL: Human Kinetics.
Jenny, S. E. (2020). Reconsidering the Value of the Esports Industry: New Research and New Thinking. Esports Research Network.
Ahn, J., Collis, W., & Jenny, S. (2020). The One Billion Dollar Myth: Methods for Sizing the Massively Undervalued Esports Revenue Landscape. International Journal of Esports, 1(1), 1-19.
Gawrysiak, J., Burton, R., Jenny, S. E., & Williams, D. P. (2020). Using Esports Efficiently to Enhance and Extend Brand Perceptions – A Literature Review. Physical Culture and Sport: Studies and Research. 86(1), 1-14. https://doi.org/10.2478/pcssr-2020-0008
Jenny, S. E., ^Noble, K. M., Schary, D. P., & Hamill, S. D. (2018). Virtual and Authentic Tennis: Differences and Similarities of Three Common Tennis Strokes Performed by Collegiate Players. FACTA UNIVERSITATIS Series: Physical Education and Sport, 16(3), 525 - 541. https://doi.org/10.22190/FUPES181218048J
Jenny, S. E., Keiper, M. C., ^Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M., (2018). Esports Venues: A New Sport Business Opportunity. Journal of Applied Sport Management, 10(1), 34-49. https://doi.org/10.18666/JASM-2018-V10-I1-8469
Jenny, S. E., Chung, J. J., Rademaker, S. M., & Schary, D. P. (2017). Learning a Sport Through Video Gaming: A Mixed-methods Experimental Study. Loading…Journal of the Canadian Gaming Studies Organization, 10(17), 1-20.
Jenny, S. E., Schary, D. P., ^Noble, K. M., & Hamill, S. D. (2017). The Effectiveness of Developing Motor Skills through Motion-based Video Gaming: A Review. Simulation and Gaming: An International Journal of Theory, Practice and Research, 48(6), 722-734. https://doi.org/10.1177/1046878117738552
~Benson, D., & Jenny, S. (2017). A Study of Improving the Development and Implementation of Online Courses: Perspectives from Students, Faculty, and Administrators. Association for Supporting Computer Users in Education Journal, 2017, 24-34.
Keiper, M. C., Manning, R. D., Jenny, S., Olrich, T., Croft, C. (2017). No Reason to LoL at LoL: The Addition of Esports to Intercollegiate Athletic Departments. Journal for the Study of Sports and Athletes in Education, 11(2), 143-160. http://dx.doi.org/10.1080/19357397.2017.1316001
Manning, R. D., Keiper, M. C., & Jenny, S. E. (2017). Pedagogical Innovations for the Millennial Sport Management Student: Socrative and Twitter. Sport Management Education Journal, 11, 45-54. http://dx.doi.org/10.1123/smej.2016-0014
Jenny, S. E., & ^Thompson, R. M. (2016). Pokémon Go: Encouraging Recreation through Augmented Reality Gaming. International Journal of Technology in Teaching and Learning, 12(2), 112-122.
Jenny, S., Manning, R., Keiper, M., (2016, July 11). Debate: Are Esports Sport? [Invited Blog]. North American Society for Sport Management.
Jenny, S., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual(ly) Athletes: Where Esports Fit within the Definition of "Sport". Quest, 69(1), 1-18. https://doi.org/10.1080/00336297.2016.1144517
Jenny, S. & Schary, D. (2016). Virtual and "Real-life" Wall/Rock Climbing: Motor Movement Comparisons and Video Gaming Pedagogical Perceptions. Sports Technology, 8(3-4), 100-111. https://doi.org/10.1080/19346182.2015.1118110
Jenny, S. E., & Schary, D. P. (2015). Motion-based Video Game and Authentic Wall/Rock Climbing: Motivations and Perceptions of Novice Climbers. International Journal of Technology in Teaching and Learning,11(1),35-49.
Jenny, S. & Schary, D. (2014). Exploring the effectiveness of Learning American Football through Playing the Video Game “Madden NFL”. International Journal of Technology in Teaching and Learning, 10(1), 72-87.
Jenny, S., Hushman, G., & Hushman, C. (2013). Pre-service Teachers’ Perceptions of Motion-based Video Gaming in Physical Education. International Journal of Technology in Teaching and Learning, 9(1), 96-111.
Contact me if interested in proposing a book! dr.sethjenny@gmail.com
Routledge Research Series in Esports and Video Gaming
Series Editor: Dr. Seth E. Jenny
Series Purpose
The purpose of the Routledge Research Series in Esports and Video Gaming is to curate a collection of books that fill gaps or trace pressing issues within the esports and video gaming industries and culture. These cutting-edge texts, written by respected international scholars and industry practitioners, will help inform debates, wave a flag on the latest topics, offer new insights, and provide the latest empirical evidence regarding esports and video gaming. The books in this series aim to be accessible to general audiences. Moreover, a global orientation is sought through utilizing varying international examples throughout.
Target Audience
This book series will appeal to an international audience as diverse authors of all genders representing varying races and cultures will be purposefully targeted from around the world.
The primary target audience would include:
Advanced students (i.e., upper-level undergraduate or graduate esports; sport management, business/management, game design, communications, coaching, computer science, and other esports and gaming-related fields)
Monographs on course reading lists
Esports and gaming-related researchers
Esports and gaming-related education students
Esports practitioners
Esports and video gaming enthusiasts
The secondary target audience would include:
Lower-level undergraduate and secondary education esports students (e.g., BTEC)
Libraries (particularly educational institutional libraries)
Esports and video gaming industry personnel
Esports players
Types of Books Accepted
Introductory Textbook: aimed at core undergraduate courses.
Supplementary Text: provides secondary reading for undergraduate or postgraduate students.
Routledge Focus: short books – about 20-50k words – that publish a range of research and commentary on targeted and specific topical issues; more info here. Here is an example of a Routledge Focus “edited volume” book, which is 7 chapters and 134 pages. For comparison, the publisher Palgrave calls these “Palgrave Pivots”. Here is an example single-author Palgrave Pivot: “Esports is Business”; this book is ~150 pages, six chapters, ~50k words total, with a range of 4,400 to 20,200 words across chapters (average of ~8,300 words per chapter).
Research Monograph: high-level research book, either single-authored or edited, which is published in hardback rather than paperback in the first instance. It would be aimed at postgraduates, researchers and academics rather than undergraduate students and would sell primarily to the international academic library market. This would not be considered a textbook. Research monographs are often 70-90k words.
Edited Volume: edited collection; a collection of scholarly or scientific chapters written by different authors. For edited volumes to be considered within this Routledge Research Series in Esports and Video Gaming, the topic of the book must be clearly defined with specific content pre-determined for each chapter. In other words, edited volumes with open calls for chapters that are loosely connected to a broad topic, where chapters vaguely relate to one another is not desired for this series.
Books Already Accepted in this Series
The Psychology of Esports Performance, Edited Volume by Dr. Benjamin T. Sharpe and Dr. Dylan Poulus
Introduction to Esports Law and Governance, Introductory Textbook by Dr. Tsubasa Shinohara and Dr. Cem Abanazir
Benefits of Publishing within the Routledge Research Series in Esports and Video Gaming
Book proposal support providing invaluable input on structure, clarity, and scope, enhancing the chances of your proposal being accepted.
If desired, access to a vast network of potential authors and collaborators for your book with expertise across a plethora of esports and video gaming topics.
Experienced expert feedback and editing support across the entire book project, lending authority and improving the quality of your work through expert feedback.
Increased prestige and academic credibility through being selected for a reputable series which signals that your work has passed through additional editorial review, enhancing your scholarly reputation.
Enhanced marketing to an established loyal readership audience, including other scholars, esports industry personnel, esports education programs, libraries, and academic institutions that trust the series’ quality.
Citation and academic database indexing benefits, and improved discoverability of being in the series, making your work easier to find and cite; libraries and institutions are also more likely to subscribe to or acquire books in an established series.
Compared to journal articles, book chapters allow greater flexibility and more space to explore complex ideas, theory, and case studies through extended formats and depth.
Thematic relevance within the series, allowing your work to be part of a larger, coherent academic dialogue surrounding esports and video gaming scholarship.
Greater visibility of your finished book to facilitate increased sales as a book within the Routledge Research Series in Esports and Video Gaming.
Have Questions or Want to Propose a Book in this Series?
Contact the Series Editor, Dr. Seth E. Jenny via email: dr.sethjenny@gmail.com
More Information & To Order
Click Here: eBook via Publisher's Website
Click Here: Paperback via Publisher's Website
Abstract
Esports have rapidly expanded from a pastime undertaken by casual players to one of the largest segments of the entertainment industry—one in which hundreds of millions of people play and compete daily.
Esports Business Management, Second Edition With HKPropel Access, presents an all-encompassing look into the world of esports business. This updated and enhanced text will inform both aspiring students and esports professionals about this growing industry. Written by renowned esports academics and experts from across the globe, and endorsed by the Esports Research Network, this foundational text covers a wide range of topics essential for a comprehensive education in esports management. With a striking full-color design and dynamic images that bring concepts to life, the book serves as an excellent resource for undergraduate students who want a solid understanding of esports business management.
Building on the foundation of the first edition, this textbook begins with an overview of the esports ecosystem, followed by discussions of various levels, from youth esports to the professional ranks. The book delves into the international culture and social issues within esports, and it reviews governance at various levels. It also covers specific business and management activities, including marketing, consumer behavior, sales, sponsorship, venue management, event organization, communications, streaming, finance, legal issues, and team management.
Editors
David P. Hedlund, Ph.D., Department of Sport Management, St. John's University
Seth E. Jenny, Ph.D., Department of Exercise Science, Slippery Rock University of Pennsylvania
Gil Fried, JD, Administration and Law Department, University of West Florida
Contents
Foreword
by Julia Hiltscher
Chapter 1. Introduction to Esports
by David P. Hedlund, Seth E. Jenny, Gil Fried, and Russell Hamer
What Is Esports?
A Brief History of Video Games and Esports
Esports Platforms
Types of Esports Games
The Esports Ecosystem
Esports Industry Statistics and Market Research
Chapter 2. Levels of Esports
by Seth E. Jenny and Benjamin T. Sharpe
Levels of Esports
Pathways to Professional Esports
Amateur Esports (Tier 3)
Semi-Professional Esports (Tier 2)
The Esports Pipeline Problem
Professional Esports (Tier 1)
Chapter 3. Esports Culture and Issues
by Seth E. Jenny and Lindsey Darvin
Perspectives of Gaming Based on Culture
Potential Positive Impacts of Gaming
Common Areas of Concern Regarding Gaming and Esports
Chapter 4. Esports Stakeholders
by Seth E. Jenny, Josh Jarrett, and Gil Fried
Tier 1 Foundational Stakeholders
Tier 2 Supporting Stakeholders
Chapter 5. Esports Governance
by Gil Fried and Clint Kennedy
Defining Governance
Types of Governance
International Esports Federation (IESF)
Global Esports Federation (GEF)
International Olympic Committee and Esports
United States Esports Federation (USEF)
Collegiate Organizations
High School Organizations
Should Esports Be Governed the Way Sport Is Governed?
Chapter 6. Esports Marketing, Consumer Behavior, and Monetization
by David P. Hedlund and Marcus Howard
The Five Ps of Esports Marketing
Unique Aspects of Esports Marketing
Marketing Esports to Players, Spectators, and Fans
Spectator Motivations to Watch Esports
Esports Sales and Monetization
Chapter 7. Esports Sponsorship
by David P. Hedlund and Anthony D. Pizzo
Understanding Sponsorship
Types of Esports Sponsors
Sponsorship Opportunities
Issues Facing Sponsors
Sponsorship Evaluation
Chapter 8. Esports Venues
by Gil Fried
Large-Scale Esports Venues
Small-Scale Esports Venues
Designing Esports Spaces for Universities and Athletes of the Future
Basics of Esports Facility Management
Chapter 9. Esports Events
by Gil Fried and David P. Hedlund
Brainstorming and Setting Goals and Objectives
Creating the Framework of the Event
Event Bidding
Event Budgeting
Event Registration
Event Management
Postevent Evaluation
Thanking Patrons and Participants
Chapter 10. Esports Broadcast Management and Communications
by Seth E. Jenny, Adam Antor, Brandon C. Harris, and David P. Hedlund
Media Production in Esports
Tools in Esports Communication
Chapter 11. Esports Finance and Economics
by Gil Fried
The Business of Esports
Basic Financial Concepts
Budgeting for an Esports Team
How to Read an Annual Report
Chapter 12. Esports Law
by Gil Fried and Justin M. Jacobson
What Is Esports Law?
Overview of Important Legal Concepts
Intellectual Property (IP)
Contract Law
Tort Liability
Unionizing Esports Players
Legal Rights of Esports Athletes
Chapter 13. Esports Team and Player Management
by David P. Hedlund, Seth E. Jenny, Joanne Donoghue, and Oliver Leis
The Rise of Esports Coaching
Esports Coaching as a Profession
The Role of Owners, Game Coaches, and Life Coaches
Health and Wellness Considerations
Chapter 14. Esports Careers
by Tobias M. Scholz, Nicolas Besombes, and David P. Hedlund
Esports Job Descriptions and Résumés
Careers in Esports
Career Opportunities Outside of Esports and the Video Game Industry
The Future of Esports
Index
More Information & To Order
Order Print or eBook via Routledge Website
Read All Chapter Abstracts via Taylor & Francis Website
Abstract
Esports Business Management, Second Edition With HKPropel Access, presents an all-encompassing look into the world of esports business. This updated and enhanced text will inform both aspiring students and esports professionals about this growing industry. Written by renowned esports academics and experts from across the globe, and endorsed by the Esports Research Network, this foundational text covers a wide range of topics essential for a comprehensive education in esports management. With a striking full-color design and dynamic images that bring concepts to life, the book serves as an excellent resource for undergraduate students who want a solid understanding of esports business management.
Building on the foundation of the first edition, this textbook begins with an overview of the esports ecosystem, followed by discussions of various levels, from youth esports to the professional ranks. The book delves into the international culture and social issues within esports, and it reviews governance at various levels. It also covers specific business and management activities, including marketing, consumer behavior, sales, sponsorship, venue management, event organization, communications, streaming, finance, legal issues, and team management.
Editors
David P. Hedlund, Ph.D., Department of Sport Management, St. John's University
Seth E. Jenny, Ph.D., Department of Exercise Science, Slippery Rock University of Pennsylvania
Gil Fried, Ph.D., Administration and Law Department, University of West Florida
Esports Business Management (2nd edition)
Contents
Foreword
Julia Hiltscher, PhD
Chapter 1. Introduction to Esports
David P. Hedlund, Seth E. Jenny, Gil Fried, and Russell Hamer
What Is Esports?
A Brief History of Video Games and Esports
Esports Platforms
Types of Esports Games
The Esports Ecosystem
Esports Industry Statistics and Market Research
Chapter 2. Levels of Esports
Seth E. Jenny and Benjamin T. Sharpe
Levels of Esports
Pathways to Professional Esports
Amateur Esports (Tier 3)
Semi-Professional Esports (Tier 2)
The Esports Pipeline Problem
Professional Esports (Tier 1)
Chapter 3. Esports Culture and Issues
Seth E. Jenny and Lindsey Darvin
Perspectives of Gaming Based on Culture
Potential Positive Impacts of Gaming
Common Areas of Concern Regarding Gaming and Esports
Chapter 4. Esports Stakeholders
Seth E. Jenny, Josh Jarrett, and Gil Fried
Tier 1 Foundational Stakeholders
Tier 2 Supporting Stakeholders
Chapter 5. Esports Governance
Gil Fried and Clint Kennedy
Defining Governance
Types of Governance
International Esports Federation (IESF)
Global Esports Federation (GEF)
International Olympic Committee and Esports
United States Esports Federation (USEF)
Collegiate Organizations
High School Organizations
Should Esports Be Governed the Way Sport Is Governed?
Chapter 6. Esports Marketing, Consumer Behavior, and Monetization
by David P. Hedlund and Marcus Howard
The Five Ps of Esports Marketing
Unique Aspects of Esports Marketing
Marketing Esports to Players, Spectators, and Fans
Spectator Motivations to Watch Esports
Esports Sales and Monetization
Chapter 7. Esports Sponsorship
by David P. Hedlund and Anthony D. Pizzo
Understanding Sponsorship
Types of Esports Sponsors
Sponsorship Opportunities
Issues Facing Sponsors
Sponsorship Evaluation
Chapter 8. Esports Venues
by Gil Fried
Large-Scale Esports Venues
Small-Scale Esports Venues
Designing Esports Spaces for Universities and Athletes of the Future
Basics of Esports Facility Management
Chapter 9. Esports Events
by Gil Fried and David P. Hedlund
Brainstorming and Setting Goals and Objectives
Creating the Framework of the Event
Event Bidding
Event Budgeting
Event Registration
Event Management
Postevent Evaluation
Thanking Patrons and Participants
Chapter 10. Esports Broadcast Management and Communications
by Seth E. Jenny, Adam Antor, Brandon C. Harris, and David P. Hedlund
Media Production in Esports
Tools in Esports Communication
Chapter 11. Esports Finance and Economics
by Gil Fried
The Business of Esports
Basic Financial Concepts
Budgeting for an Esports Team
How to Read an Annual Report
Chapter 12. Esports Law
by Gil Fried and Justin M. Jacobson
What Is Esports Law?
Overview of Important Legal Concepts
Intellectual Property (IP)
Contract Law
Tort Liability
Unionizing Esports Players
Legal Rights of Esports Athletes
Chapter 13. Esports Team and Player Management
by David P. Hedlund, Seth E. Jenny, Joanne Donoghue, and Oliver Leis
The Rise of Esports Coaching
Esports Coaching as a Profession
The Role of Owners, Game Coaches, and Life Coaches
Health and Wellness Considerations
Chapter 14. Esports Careers
by Tobias M. Scholz, Nicolas Besombes, and David P. Hedlund
Esports Job Descriptions and Résumés
Careers in Esports
Career Opportunities Outside of Esports and the Video Game Industry
The Future of Esports
Index
Executive Summary - Benefits of Collegiate Esports Study
Full Methodology & Results - Benefits of Collegiate Esports Study
**Note: forthcoming academic publication.
News Coverage on Study:
Technology for Physical Educators, Health Educators, and Coaches
Enhancing Instruction, Assessment, Management, Professional Development, and Advocacy
by Jenny, Krause & Armstrong
More Info & Ordering:
Human Kinetics Book Publisher Page
[Paperback & eBook editions]
Summary
A wide variety of technology is available to physical educators, health teachers, and coaches—but technology is only helpful if people know how to use it effectively. This text will help health and physical education teachers and coaches improve their abilities by learning to effectively use technology in the areas of instruction, assessment, management, communication, professional development, and advocacy. Practical uses for technology provided in this book can enhance your ability to teach and coach, improve student and athlete performance and assessment, and motivate active and healthy lifestyles.
Technology for Physical Educators, Health Educators, and Coaches is a clearly written, engaging, and practical text that will help teachers and coaches more effectively use technology. Readers will be guided in improving:
· Teaching and coaching effectiveness
· Motivating with technology
· Management efficiency
· Communication with stakeholders
· Concept and skill instruction
· Assistive technology skills with special populations
· Online instructional effectiveness
· Assessment abilities
· Digital video recording and editing skills
· Advocacy skills
· Professional development opportunities, and much more...
Suggested citation:
Jenny, S. E., Krause, J. M., & Armstrong, T. (2021). Technology for physical educators, health educators, and coaches: Enhancing instruction, assessment, management, professional development, and advocacy. Human Kinetics. ISBN: 9781492589341
Jenny, S. E. (2021). Scrambled Legs: Instant Running Activities for Elementary-age Children. Strategies: A Journal for Physical and Sport Educators, 34(2), 41-45. https://doi.org/10.1080/08924562.2021.1867445
Hall, S. A., Manning, R. D., Keiper, M., Jenny, S. E., & Allen, B. (2019). Stakeholders’ perception of critical risks and challenges hosting marathon events: An exploratory study. Journal of Contemporary Athletics, 13(1), 11-22.
^Murphy, S. E., & Jenny, S. E. (2018). A Year-round Individualized Resistance Training Program for Collegiate Track and Field Event Groups. Track Coach, 225, 7179-7186.
Armstrong, T., & Jenny, S. E. (2018). Increasing Physical Activity in Schools 30 Seconds at a Time. Strategies: A Journal for Physical and Sport Educators, 31(1), 51-56. https://doi.org/10.1080/08924562.2018.1395670
Jenny, S. E. (2017). To what extent is a Highly Successful Men’s NCAA Division II Cross Country Coach Humanistic? A Case Study. Journal of Intercollegiate Sport, 10, 207-227. https://journals.ku.edu/jis/article/view/10189
Jenny, S. (2016). The Coach/Athlete Relationship, Holistic Development and Definition of Success: To what extent are Elite Running Coaches Humanistic? National Social Science Journal, 45(2), 31-40.
Jenny, S. (2016). A Case Investigation of the Coaching Philosophy of Scottish Elite Distance Running Coaches: To what Extent are they Humanistic? Applied Research in Coaching and Athletics Annual, 31, 69-101.
Jenny, S., ^Becker, A., & ^Armstrong, T. (2016). A Running Start: Resource Guide for Youth Running Programs. Journal of Physical Education, Recreation & Dance, 87(2), 38-48. https://doi.org/10.1080/07303084.2015.1119078
Jenny, S. (2015). Get Me to the Meet on Time: Challenges of High School Coaching. Journal of Teaching, Research, and Media in Kinesiology, 4, 15-18.
Jenny, S. & Hushman, G. (2014). A Case Study of a Successful Men’s NCAA Division I Distance Running Coach: To what Extent is Decision-making Humanistic? The Sport Journal.
Jenny, S. & Hushman, G. (2014). Defining Success within a “Successful” Men’s NCAA Division I Sport Program. Journal of Teaching, Research, and Media in Kinesiology.
Jenny, S. & Hushman, G. (2014). To what Extent are Men's National Collegiate Athletic Association Distance-running Coaches Humanistic? Research Quarterly for Exercise and Sport, Supplement, 85(S1), A114.
Jenny, S. & Hushman, G. (2014). A Case Study of a Successful Men’s NCAA Division I Cross Country Coach: Essential Elements and Components of a Humanistic Approach. Journal of Contemporary Athletics, 8(3), 123-139.
Jenny, S., & Armstrong, T. (2013). Distance Running and the Elementary-age Child. Journal of Physical Education, Recreation and Dance, 84(3), 17-25. https://doi.org/10.1080/07303084.2013.763709
*Jenny, S. (2007). Coaching Effectiveness in NCAA D-I and II Distance Running. Track Coach, 181, 5787-5793.
Armstrong, T., Krause, J., & Jenny, S. E. (2022). Introduction to Feature Series: Health and Physical Educators’ Roles in Promoting and Implementing the WSCC Model. Journal of Physical Education, Recreation and Dance, 93(2), 8-10. https://doi.org/10.1080/07303084.2022.2020049
Jenny, S. E., ~Almond, E., Chung, J., & Rademaker, S. (2019). Sport management major’s perceived motivators and barriers to participation in a college-sponsored international experience. The Physical Educator, 76(2), 547-567. https://doi.org/10.18666/TPE-2019-V76-I2-8255
Schary, D. P., Jenny, S. E., Morrow, G. M., & ^Wozniak, T. M. (2018). Bringing Challenge Course Programs into the Classroom: Pedagogical strengths, Obstacles, and Recommendations. Journal of Outdoor Recreation, Education, and Leadership, 10(3). https://doi.org/10.18666/JOREL-2018-V10-I3-8533
Boyd, J. M., Schary, D. P., ^Worthington, A. R., & Jenny, S. E. (2018). An Examination of the Differences in Flow Between Individual and Team Athletes. Physical Culture and Sport: Studies and Research, 78(1), 33-40. https://doi.org/10.2478/pcssr-2018-0011
Jenny, S. E., Chung, J. J., Rademaker, S. M., & ~Almond, A. C. (2017). University Students' Perceived and Experienced Challenges and Benefits to Studying Abroad: Gender, Class Year and Length of Experience Comparisons. Journal of Education Research, 11(4), 457-476.
Jenny, S. & ^Rhodes, S. (2017). Physical Education Professionals Developing Life Skills in Children Affected by Poverty. The Physical Educator, 74(4), 653-671. https://doi.org/10.18666/TPE-2017-V74-I4-7524
Jenny, S., ^Rouse, W., & ^Seibles, A. (2017, July 1). Guardian Caps: What’s the Impact? Journal of Teaching, Research and Media in Kinesiology.
^Becker, A., & Jenny, S. E. (2017). No Need for Training Wheels: Ideas for Including Balance Bikes in Elementary Physical Education. Journal of Physical Education, Recreation & Dance, 88(4), 14-21. https://doi.org/10.1080/07303084.2016.1270789
Manning, R. D., Jenny, S. E., Keiper, M. C., & Drane, D. D. (2016). Hall of Shame Revisited: The Appropriateness and Legal Implications of Employer-sponsored Dodgeball and Kickball Events. Journal of Contemporary Athletics, 10(3), 215-225.
Schary, D. P., ^Wozniak, T., Jenny, S. E., Morrow, G. S. (2016). Short- and Long-term Retention of Challenge Course Outcomes: A Classroom-based Longitudinal Study. Recreational Sports Journal, 40(2), 152-164. https://doi.org/10.1123/rsj.2016-0013
Jenny, S., & Jenny, G. (2016). The Impact of International Service Learning on Teacher Education Students Serving in a Third World Country. Teacher Education Journal of South Carolina, 2016, 72-81.
*Jenny, S. (2015). Marathon's Walk in the Woods: An Appalachian Trail Thru-hike [eBook and Paperback book]. Kindle Direct and CreateSpace Publishing.
*Jenny, G. & Jenny, S. (2012). Embedding Action Research in Teacher Candidate Elementary Classroom and Physical Education Settings. National Social Science Association Proceedings: National Professional Development Conference, 51, 95-104.
Some of my Slippery Rock University of Pennsylvania Undergraduate Students who have written an academic "micro blog" for #SlowChatHealth, A Global Blog for #HealthEd Teachers:
Marathon's Walk in the Woods: An Appalachian Trail Thru-hike
Amazon eBook $2.99 (free with Kindle unlimited)
Amazon Paperback $11.78
Audible Audiobook $5.95 (with Audible membership)
Summary
Ever wonder what it would be like to hike 2,174 miles from Georgia to Maine along the world’s longest continuously marked footpath? Join “Marathon” as he provides a humorous autobiographical account of a “real” walk in the woods. Anyone who enjoys travel or adventure will love Marathon’s story. This eBook is required reading for any outdoor enthusiast and will certainly assist anyone wanting to plan an Appalachian Trail (AT) section or thru-hike. Live vicariously through this entertaining account, which includes over 350 accompanying pictures.
This book is the culmination of 34 articles that were written for the author’s hometown newspaper as he thru-hiked the entire AT. All articles were written while still on the trail. Appendices also include the author’s daily mileage and location log, his thru-hike equipment list, a suggested AT readings list, and a comprehensive collection of reflective thoughts and suggestions by another AT thru-hiker, “Bonespur.”
Read news story here.
YouTube video here.
Note: All publications were peer-reviewed except for those marked with an asterisk (*). Graduate student co-authors are indicated with an “ ^ ”, while undergraduate student co-authors are noted with a “ ~ ”.